1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
Might be dated info so take it with a grain.For game art bevels are important when it comes to baking textures. Rounding off corners and edges is important because no edge in nature is a pixel sharp. Even a knife edge is round and reflects light. If corners are left square they look unnatural and artificial and they bake…
kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…